#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform samplerCube shadowCubeMap; layout (location = 0) in vec3 inUVW; layout (location = 0) out vec4 outFragColor; void main() { float dist = length(texture(shadowCubeMap, inUVW).rgb) * 0.005; outFragColor = vec4(vec3(dist), 1.0); }